Kord Breach shipped inside a large patch, and several of these changes reshape the season more than some modifiers do.
The economy got more expensive
ConfirmedTrader prices are up by an average of 25%, traders pay around 20% less for what you sell them, and the Flea Market fee rises from 3% to 5%. This applies in every mode, the season included.
It changes what two of the season’s own modifiers are worth. Personality Vacuum adds its 20% trader markup on top of the 25%, and Armor Shortage is thinning trader armour stock at the same time, so the cheap negative that looked easiest to live with is the one the patch quietly made dearer.
Not all of it runs one way. Post-raid healing at Therapist is cheaper, higher loyalty levels now give small discounts on healing, insurance and weapon repair, and five common rounds got cheaper outright: 5.45x39 FMJ, 5.56x45 FMJ, 7.62x39 FMJ, 9x19 Green Tracer and .45 ACP Lasermatch FMJ.
Insurance
ConfirmedIn the season
There is none. You cannot insure anything, at any price. The patch notes say so outright.
Everywhere else
It got better, and slightly dearer. Prapor and Therapist return items much faster for a small price rise, and hold their return messages for longer. Jaeger gained his own service: the fastest of the three and by far the most expensive, but his messages expire much sooner, so a Jaeger return you do not claim quickly is one you lose.
People mix these two up constantly, which is why they sit side by side. Insurance improved everywhere except the one mode where it does not exist.
Collector and Kappa rework
ConfirmedMost side tasks have been removed from the Collector requirements, leaving only a handful such as A Shooter Born In Heaven. The new gate is loyalty level 4 with all traders plus a separate Fence reputation threshold. BSG stated that ahead of the patch and the 1.1.0.0 notes do not repeat it, so the exact thresholds are worth checking in game.
Completing Collector under the new rules grants a new achievement, Dawn of a New Era. The Kappa Path achievement can no longer be earned by anyone. Players who already have it keep it in their in-game profile, but it stops being displayed on Steam, which is how BSG is letting those accounts still reach 100% completion.
Kappa Path could be earned only up to patch 1.1.0.0. The deadline was 07:00 BST on 3 August 2026, when the servers went down for the install, six hours before the season opened. It is listed here because it explains where the achievement went for anyone who did not earn it in time.
Task system rework
ConfirmedMost side tasks no longer unlock in chains. They are tied to trader loyalty level instead, arriving in small groups of two to four per trader, and you open the next group either by completing several at your current level or by reaching the next one. Rewards are now money, experience and trader reputation instead of barter items and equipment.
Most trade offers now unlock when you reach a loyalty level instead of after one specific task, with the Tri-Zip backpack at Ragman LL3 and the DevTac Ronin at Mechanic LL2 given as examples. Some chain tasks remain as exceptions, and those show their key rewards when you accept the first task in the chain.
Before you plan a grind: on side tasks that ask you to kill Scavs, only regular Scavs, Sniper Scavs and Player Scavs count now. Scav bosses, Raiders and Rogues no longer do.
Group-shared task progression
ConfirmedYour squad can now complete certain task objectives on your behalf. Eligible objectives carry their own icon in the task interface, and they appear on Story, Side and even Operational tasks.
Anyone in your group can contribute, whatever their level or faction, and whether or not they have the task themselves. They still have to satisfy every condition the objective sets, so distance, required equipment and active status effects all apply to them exactly as they would to you.
Some chains stay strictly solo, and BSG names The Tarkov Shooter and The Punisher as examples. This matters for build planning: group-shared kills are the change that makes a squad Kappa rush realistic, and those are the tasks it does not help with.
Early progression
ConfirmedEntry-level ammo is available much earlier. Several popular ammunition types and magazines have moved down a loyalty level, and five common rounds are cheaper outright. BSG’s own example, given ahead of the patch, is 7.62x39 T-45M1 from Prapor from the start of the game. Character level requirements for the earlier loyalty levels are lower, and the trade volume requirement is gone.
Initial hideout construction is faster, with fewer dependencies on other modules, and the Workbench no longer gates the weapon build system, which is now available from the first raid.
Global 1.1.0 change
The Found in Raid requirement drops from some construction materials, in the permanent PvP and PvE modes only.
The season’s own modifier
No FIR for Hideout drops it from hideout zones outright, which is broader than what the permanent modes got.
These are two separate changes with different scopes, and they get mixed up. The global change does not reach the season, so inside it the modifier is doing all of the work.
Hideout construction also gained rouble costs on many areas. On a seasonal character the hideout is your money engine, so that turns the early build-out into a cash problem as well as a materials one.
What the patch changes on your permanent account
ConfirmedTrader reputation on existing PvP and PvE characters has been recalculated against the rebalanced loyalty level requirements, so your standing with the eight reworked traders may not be where you left it.
Some trade offers and some hideout crafting recipes have moved to different tasks. If you had already unlocked one of those, you lose access to it until you complete the task that now grants it. Ref’s stock has also changed to mostly armour vests and plate carriers without plates fitted, at lower prices to match.
Spectator mode
ConfirmedYou can watch your squadmates after you die and cycle between their cameras until the last of them dies or the raid ends. It is not a kill cam: you cannot see your killer’s view, and it only works while someone on your team is still alive.
It now starts automatically when your PMC dies, which can be turned off in the settings, and you can leave for the raid end screen at any point.
Modes, and what BSG now calls them
ConfirmedThe client opens on a dedicated game mode selection screen. BSG’s own names for the three modes are PvP Zone, PvE Zone and PvP Season. This page says permanent PvP, PvE and seasonal, because that is what people search for, but the launcher will say the other thing.
Seasonal characters run on their own servers and are created and switched from their own character selection screen. Once yours exists, the modifiers you picked are readable on the Character screen under the Skills tab and on your player profile, which also shows Battle Pass progress.